Difference between revisions of "AI War:Neinzul Youngling Vulture"
Mad Rubicant (talk | contribs) (correct formula for damage) |
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[[Category:AIWarCoN]] | [[Category:AIWarCoN]] | ||
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− | |[[File:AIWarVulture.png|left|Neinzul Youngling Vulture]] || valign="top" | This low-powered ship does damage equal to | + | |[[File:AIWarVulture.png|left|Neinzul Youngling Vulture]] || valign="top" | This low-powered ship does damage equal to base_damage * Max(10, Min(90, 100 - target_health_percentage)). This makes it very effective at finishing off high-health targets when mixed into a regular fleet, but it's weak against enemy ships that aren't wounded.<br/><br/>[[AI War Expansion 2: Children of Neinzul|Youngling ships]] are all exceedingly inexpensive and fast, with a very short life span (health automatically drains when not in transports or other forms of storage). |
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== How to use in your fleet == | == How to use in your fleet == | ||
− | [[Neinzul Youngling Vulture]] are unique and likely always useful against any target (not just large ones): its cap-DPS starts at | + | [[Neinzul Youngling Vulture]] are unique and likely always useful against any target (not just large ones): its cap-DPS starts at 640*Mark/sec against an enemy with 90% health or higher and skyrockets to 5760*Mark/sec for enemies with 10% health or lower. This is nothing to scoff at, even against [[Hunter/Killer]]s with their Command-Grade hull. Moreover, as the scale is percentage-based, a single Vulture-I can KO any standard fleet-ship-I at low health (which makes it scary if targeting is optimal). |
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Therefore, get them interspersed in your fleet, and watch as lower-mark opposition melts away. The key is to dish-out enough damage for the scaling to take over, perhaps something [[Spirecraft Attritioner]]s and other AOE-effects might help accomplish. Conversely, against large targets Vultures' ideal companions are ships that have high-damage/long-cool down (and also [[Spirecraft Implosion Artillery]], since they do maximum damage at full health). | Therefore, get them interspersed in your fleet, and watch as lower-mark opposition melts away. The key is to dish-out enough damage for the scaling to take over, perhaps something [[Spirecraft Attritioner]]s and other AOE-effects might help accomplish. Conversely, against large targets Vultures' ideal companions are ships that have high-damage/long-cool down (and also [[Spirecraft Implosion Artillery]], since they do maximum damage at full health). |
Revision as of 22:30, 30 December 2014
This low-powered ship does damage equal to base_damage * Max(10, Min(90, 100 - target_health_percentage)). This makes it very effective at finishing off high-health targets when mixed into a regular fleet, but it's weak against enemy ships that aren't wounded. Youngling ships are all exceedingly inexpensive and fast, with a very short life span (health automatically drains when not in transports or other forms of storage). |
Base Stats
Ship Cap | Ammo Type | Armor Type | Immunities | Damage Bonuses |
---|---|---|---|---|
96 | Shell | Neutron | Reclamation, Mines, Repair | 0.2 Command-Grade |
Mark | Damage | Attack Range | Reload | Health | Armor | Speed | Engine Health | Single Ship DPS | Ship Cap DPS | Abilities |
---|---|---|---|---|---|---|---|---|---|---|
I | 312 | 6,000 | 5 sec | 220,000 | 900 | 300 | Inf | 62 dmg/sec | 5,990 dmg/sec | Self Attrition Time 04:00, Self Attrition Only When Not In Stand-Down, Armor Piercing 999,999 |
II | 628 | 6,000 | 5 sec | 440,000 | 1,800 | 300 | Inf | 126 dmg/sec | 12,058 dmg/sec | Self Attrition Time 04:00, Self Attrition Only When Not In Stand-Down, Armor Piercing 999,999 |
III | 940 | 6,000 | 5 sec | 660,000 | 2,700 | 300 | Inf | 188 dmg/sec | 18,048 dmg/sec | Self Attrition Time 04:00, Self Attrition Only When Not In Stand-Down, Armor Piercing 999,999 |
IV | 1,256 | 6,000 | 5 sec | 880,000 | 3,600 | 300 | Inf | 251 dmg/sec | 24,115 dmg/sec | Self Attrition Time 04:00, Self Attrition Only When Not In Stand-Down, Armor Piercing 999,999 |
V | 1,560 | 6,000 | 5 sec | 1,100,000 | 4,500 | 300 | Inf | 312 dmg/sec | 29,952 dmg/sec | Self Attrition Time 04:00, Self Attrition Only When Not In Stand-Down, Armor Piercing 999,999 |
Mark | Knowledge | Metal Cost | Crystal Cost | Total Cost | Energy Cost | Build Time | Cap Metal Cost | Cap Crystal Cost | Cap Total Cost | Cap Energy Cost | Cap Build Time |
---|---|---|---|---|---|---|---|---|---|---|---|
I | -- | 50 | 50 | 100 | 50 | 00:00:01 | 4,800 | 4,800 | 9,600 | 4,800 | 00:01:36 |
II | 2,500 | 100 | 100 | 200 | 100 | 00:00:01 | 9,600 | 9,600 | 19,200 | 9,600 | 00:01:36 |
III | 4,000 | 200 | 200 | 400 | 100 | 00:00:02 | 19,200 | 19,200 | 38,400 | 9,600 | 00:03:12 |
IV | Adv Fac | 300 | 300 | 600 | 100 | 00:00:03 | 28,800 | 28,800 | 57,600 | 9,600 | 00:04:48 |
V | Core Fab | 400 | 400 | 800 | 100 | 00:00:04 | 38,400 | 38,400 | 76,800 | 9,600 | 00:06:24 |
How to use in your fleet
Neinzul Youngling Vulture are unique and likely always useful against any target (not just large ones): its cap-DPS starts at 640*Mark/sec against an enemy with 90% health or higher and skyrockets to 5760*Mark/sec for enemies with 10% health or lower. This is nothing to scoff at, even against Hunter/Killers with their Command-Grade hull. Moreover, as the scale is percentage-based, a single Vulture-I can KO any standard fleet-ship-I at low health (which makes it scary if targeting is optimal).
Therefore, get them interspersed in your fleet, and watch as lower-mark opposition melts away. The key is to dish-out enough damage for the scaling to take over, perhaps something Spirecraft Attritioners and other AOE-effects might help accomplish. Conversely, against large targets Vultures' ideal companions are ships that have high-damage/long-cool down (and also Spirecraft Implosion Artillery, since they do maximum damage at full health).
How to counter when in the AI fleet
It's not that special a ship aside from the damage-scaling, and fairly useless on its own. Using ship-types with Neutron-bonuses will help you prevent the snowball-effect from taking place. Players might also watch out for their own Golems during battle, and retreat them before they fall into red health.